AnD4D's Recent Forum Activity

  • If each level takes at least an hour to finish, I think you'll be ok with an episodic release. If it takes a couple minutes, you'd do better to release an hours worth of content.

    I've considered unlocking levels, but for now the functionality isn't the easiest, so I'm going to go with a full price, followed by extra levels for free.

  • I don't like the wrap behaviour. I once used it with a large object, and it just moved it back to the edge, so half the object always popped into view.

    I would recommend you use an event based on the following:

    If object's xPos > Layout.Width+(Sprite.Width/2) set x position to 0-(sprite.Width/2)

  • Well I would recommend you send an email through maybe rather than hope it's seen on the forum. The fact that you can see changes in the editor as well as runtime is a brilliant addition.

    Great job, CK!

  • Want me to have a look at the capx?

  • Have you tried searching for cocoonjs physics?

  • This is great!

    Have you contacted Ashley directly offering this plugin as an official addition?

    This would be great for a game I'm currently working on, but I'm also wary of using it unless it's official.

  • Physics game? If so, try changing the physics mode in the cocoon plugin to standard Web.

    This question has been asked and answered at least half a dozen times in the last few months alone.

    I believe the exporter will be updated soon. Few weeks?

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  • I understand that particles that are rotating may cause issues, but I thought having the sprite come out and be set to a random angle would be okay.

    I look forward to having multiple frames to choose from, or even an animation. I'd rather not use multiple particle systems all the time.

  • Sweet, will give this a go!

  • Brilliant art. Did you do that?

  • I think this might actually be a glitch after all.

    Look at this image:

    <img src="http://img856.imageshack.us/img856/3733/n8ud.jpg" border="0" />

    This is of 2 different screen shots of the same text. Note that one has a bleed over. The other, doesn't! The difference between the 2? I ever so slightly tweaked the spritefont object's size. That's all I did. All of the other settings are the same.

    Wouldn't this suggest that there isn't a bleed? I have ample spacing, and used the spritefont generator, following its instructions to the letter (HA! Pun!).

  • I wonder if it would be easier to use if we could import an image with a grid of characters, and after setting the size of the grid C2 could automatically split it in to separate animation frames, crop the images and set the hotspots. Then we would get it automatically adjusting for variable width fonts, and it would make a sprite sheet automatically for them on export the same way it does for everything else, but we would still have the ability to tweak it.

    +1 for this! I don't mean to sound unappreciative. I'm happy we have this tool, but just like Windwalker said, I also leave these things until the last minute. Which is a shame.

    I could use the standard text tool, but I'd like things like outlines, drop shadows :( So I have to use the Sprite Font if I want things to look right, that, or I just use the text tool in photoshop combined with the sprite tool.

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AnD4D

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